Great presentation, really cool interpretation of the theme, i liked having to juggle between everything. the only thing i would suggest is larger ui elements.
nbound
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i love this mechanic so much, super creative and has so much potential. i like how you made the most out of every timer. a lot of the timer games i have played just feel like an unnecessary delay, but you made it have a sense of urgency and be very involved in the design of the levels. i also think the artstyle and the audio are both incredible.
nice work! i think this game really captures the essence of warioware. some suggestions i had in mind after playing:
- playing the minigames for the first time, i think the text came and went a little too fast, and i wasn't sure what to do for games. it took until my second run to grasp everything. having the text last a little bit longer in the early phases would help this solve this while also giving room for the game to speed up later on.
- speaking of speeding up, i think this game REALLY would have benefitted from some form of speeding up as time progressed, much like how warioware does it. faster music, faster timing, etc. adds to the level of stress and urgency as it gets progressively more difficult to manage the incoming challenges. that way the game can be easy to get into, but the difficulty scales alongside the player's skill at the game. it makes getting higher scores feel way more rewarding.
neat little concept, i think it has a lot of room to grow! i think one thing i would have liked is the camera being slightly faster keeping up with the player, as well maybe being zoomed out a little. something i also notice with a lot of games is that the player character takes up a bit more space on the screen than is necessary. for most games it's typically more important to be able to focus on the player's surroundings rather than the player character itself. artstyle is cute though and i think the gameplay was good! i liked being able to shoot things >:)
oh my god. i went for the lottery ticket and it immediately hit. 10/10 game
jokes aside, i actually had a lot of fun with this game! the combination of the hunting knife and pills with the bandage ended up being my go-to strat, and it felt very satisfying tearing through the mysterious health bars. my only nitpick is that i would've liked to be able to buy things directly into the playing area, or to be able to swap items between the inventory and playing area. i had to sacrifice a few items just for the sake of inventory management even though i would have enough slots in theory. that's my only nitpick, though. i really like all the different items and the game was surprisingly very easy to pick up despite me usually being bad at picking up on games. the aesthetic you've gone for is also very cool, gives me strong buckshot roulette vibes.
i like this interpretation of the theme! not gonna lie, i missed the gimmick of the game when i did my first run and lost pretty swiftly. once i found out, though, i was able to go ham on low cooldown lightning towers (my strategy of choice). i like the different towers you can choose from and i like the sprite work! i think having the ability to sell towers would be nice (if this was a feature, i unfortunately missed it). fun and cute little tower defense game, i feel like this concept could go a long way!
love the interpretation of this theme! i found the anti gravity level fun. i was a little bit lost on what to do in the first few levels, and i didn't realize the three buttons were basically like difficulty settings. i didn't understand why i wasn't losing when the time ran out until the very end when i got terminated, but i enjoyed finishing 15 seconds above the time limit regardless. the 3d models are great and i like how it has a little bit of a surreal feeling sometimes. fun game, even if i got a bit confused along the way!
best jam game i've played so far! i really like the spin on the theme, game feels great and super satisfying. the only thing i found trouble with was trying to find one last chair in a building that i missed within all the chaos. did end up losing a run because of that. but aside from that, graphics and audio are great, feedback feels great, and i love the chaos!
this game has a lot of potential that i think with some more polish could be something great! i like the theming and the art direction. the nitpicks i have are that the movement occasionally feels a little clunky even when running at full speed, and i got stuck in some rooms due to either lack of direction or tight platforming that i just didn't really understand (particularly in the 3rd room, i couldn't make the jump from the top left to the top right so i just went for a walljump underneath). another thing is that the moving background contrasted with the bright colors in the foreground and hurt my eyes at first, but i eventually adjusted to it. that being said, speedrun games are super fun and i like the level layout, i would just say polishing the movement is the most important thing. learning the best routes was fun and felt rewarding!
neat execution of the idea. i like how the different items have the arithmetic signs on them to show what they do. i thought most of the levels were well designed, but there were some cases where i could ignore half of the level and just move back and forth in front of the flag to burn moves, so perhaps an additional objective to grab would have solved that issue. something i wasn't a huge fan of was having to guess when items were below boxes and not being able to see what numbers they had on them until they had already changed the move count. something i notice a lot of newer game devs do is that their player character is very zoomed in, which seems to be the case here. i'd say you can afford to zoom the camera out more since seeing the surroundings of the level is much more important than seeing the character that is always at the center of the screen. that aside, i like the color palette you went with for the art, and i enjoyed trying to solve each level! this is great work for a first jam
cool interpretation of the concept, i actually did a similar thing for my game funnily enough. the graphics are nice and minimal (i like the bloom effect!), though i think it would have been more aesthetically pleasing to stick to a nice looking color palette. i found it interesting that the dash kind of filled the typical role of the walk, but the walk was still needed to change direction. made me re-evaluate my understanding of platformers. additionally i found the death noise to be a bit loud, but all the other audio sounded great!
neat concept and fun game! the mid air gravity switching was very abusable, though. i made it through the game pressing nothing but q and e. maybe putting some sort of limit onto how much you can change gravity mid air would be a good change to keep it from being abused. aside from that, i think i would have liked a little bit of a zoom out from the camera to be able to see the surroundings better. i like the game's vibe and concept and i think it has a lot of potential!
really tricky game with tricky controls! i could probably get it down with more time though. if making the controls slightly easier/more intuitive is something you're considering, two things i would've liked as part of the controls are to decrease the rotational inertia/make it easier to change spinning direction in the middle of the air, and to make it either so the fling direction is less dependent on the direction of the hook or to make it easier to angle the hook while grounded. that being said, i don't think you have to change it; it's fittingly difficult for a foddian game, and when i got past level 2 after a good 15 minutes i did in fact feel very satisfied. then i missed the very next jump :( good game though! i think it achieves what it's going for
beat the game with a 9-4-2 on golds, silvers, and bronzes. super fun game and simple yet creative concept. i like how the locking mechanic forces you to think about which ring you move last, as well as how to line up certain rings ahead of time to count for multiple words. there's a lot of optimizations you can make to improve score, which i think is cool. aside from the mouse input suggestion others have offered, i think having a second or two to countdown and look at the level before the time starts would be a nice QoL change, just because how it is now kind of feels like you're being thrown into the level immediately and there's no room to quickly plan a strategy based on the words and the letters. just a nitpick though, fun game!
what a vibe. i love this game's visual and audio design. big fan of the simple puzzle games like this. only concerns are with how the wheel spin works. i think that the animal selection should probably be a bit more explicit rather than seeming entirely random (which i assume it would have been if not for using z to stop early), especially since you needed one specific animal at times to make any progress. also, i would have liked for it to wait for a second on the wheel before stopping, since it was difficult for me to tell what i had landed on at first. additionally it took me a bit to realize what animal the mole was. other than that, loved the game! could easily find myself pouring hours into it
love the artstyle, i've never been so pleased to be met with a game over screen before lol. the tornado's a bit hard to learn how to control but i think that's pretty natural for a game like this. some of the projectiles were a little hard to see/dodge because of how big and fast the tornado is, but the powerups felt really nice to use!
i love the artstyle, and the idea of having to balance out fighting and fishing is fun! it would have been really nice if the fighting part was a bit more polished to give the player more control over how to play out the fights themselves. by the 3rd wave i wasn't really sure how i was supposed to get the upper hand on the enemies.




